Dilbert
Conclusion: I am Dilbert...
I have been called a hipster many a times and that is because I don't really like mainstream things and, instead, choose to see beauty and purpose somewhere else. I'm not really a hipster, though, since the trends I am following are not the latest and I have no sense of fashion. But enough about me. Let's talk about software and it's latest incarnation: mobile and HTML5/javascript and how I despise the hype around something that is, let's put it simply, a combination of lazy programming and market forces. No real innovation, no quality, no soul. A Hollywood of software, if you will.
People, I've seen this before and so have you. There was a time when computing was done on devices that had single digit megahertz chips at their core. Applications and games thrived. Programmers would always complain about the lack of resources and there was a time when 64KB of memory was thought enough for most computing purposes. It was that time that spawned the algorithmic generation, the guys that usually ask you what a graph is or how to manually do a bubble sort on paper when they hire you to work on web sites. You needed to make your software slim and efficient to work on those devices. Then the processor power, memory and drive capacity just exploded. Each step of the way, applications and games thrived. The problem was... they were the same as before, only larger. Wolfenstein became Doom became Quake became Counter Strike became Call of Duty and beyond, the resolution, the realism, the environment ever evolving, but the game staying the same: get some guns and kill something. But still, it was OK, we like things bigger, we want more pixels. It doesn't matter that the Windows operating system grows exponentially to use the increasing space and processing power, yet we use it in about the same way as before. It doesn't matter that the single player games just look better and have the same or even less complexity than the games ten years before. It's a status quo we can live with.
But then browsers came along. Suddenly, there is a whole new market: online apps. One server to bind them all. And we again lament the lack of resources, as we use slow javascript and try the ever annoying Java applets and somehow we settle on Flash. It can be used on any operating system, almost any browser, let's make games with it and place them online. The only reason we do not make entire web sites in Flash remaining SEO. And we lament the lack of programming tools for something that was originally created only for online animation for commercial ads, but we can live with it. All the games we played so joyfully on 80386 processor machines we can now play in a browser, in Flash, on machines that are 100 times faster. No problem there.
Then the smartphones and tablets arrived, with their new operating systems, their weird resolutions and their direct dislike of Flash. Suddenly Flash is no good anymore: it is not open enough, not fast enough, not compatible enough. Instead, let's switch to HTML5 and Javascript, the backbone of the Web. Let's use those. Sure, now we need a faster Javascript, so we think on it a little and Kaboom! Javascript is suddenly 8 times faster. We need new HTML concepts and ideas and Kapow! the HTML standard suddenly changes after years of wallowing between panels and committees. Nothing can stand in the way of change now, we even have portable devices that are faster than the computers we used 10 years ago.
And so we get to today, when my Athlon II 2500+ computer is too slow to play flash games without overheating, because they are made with frameworks designed to output HTML and Javascript. And that is why I can't even move the mouse in browser based HTML5 and Javascript games, even if what the page I am on only wants to do is let me play Angry Birds, a game that would have worked fine, with almost the same level of graphics and certainly the same level of intelligence and entertainment, on a 33Mhz computer from 20 years ago.
I could live with all that, though. I could buy another computer, after all it is a wonder this one even works anymore, but it bothers me so much that I have games and films and software that have been working on this machine for so long and they are mostly better than what I can find today. It bothers me to buy a smartphone or a tablet only to see my rights to use it restricted and conditioned from the people that make them. It bothers me to have lived 20 years with computers, only to have more pixels at the end. I can even imagine my LCD coffin, being put into the ground, with people crying over the touching (really, you can touch them!) floating images from it, while some people would discuss the number of pixels the coffin has. He lived a good life, he got pixels.
Ultima Underworld was and continues to be an inspiration as to how and why to make video games. I've played this as a kid, on a 386 PC computer, and was blown away. It featured simulated 3D with angles that were not straight and rooms of different heights. You could jump, use weapons in multiple ways (like jabbing or cutting with swords), there was discoverable magic, NPCs, interaction that went as far as having to learn a new language or play an instrument, numerous puzzles and an amazing story.
But that is not what made it great. You see, I am telling everyone I know that this was one of the games that defined my childhood and today I've read the Wikipedia article for the game and remembered all the history related to it and I realized that I needed to blog about it, too. What made this game great was that there was no need to make the game as good. Released in 1992, it only had to compete with Wolfenstein 3D which was released a few months after, anyway. At the time Civilisation and Dune II, Mortal Kombat and Street Fighter II were also amazing games, but none in the genre of Ultima Underworld. They could have worked less, released sooner and gained more money. But that's not what they did, they did something to be proud of and that is why the game was great.
At the bottom of this post I will place a YouTube video of gameplay. The synthesised sounds (no recorded sounds were used in the game) and music as well as the graphics will probably make you cringe now, but at the time, it was state of the art. Just hearing that music fills me with strong emotion that I can hardly realize from where it comes, but it is deep. Ultima Underworld has left its mark on me, but not only. Look at the litany of games their authors attributed influence to Stygian Abyss: BioShock, Gears of War, Elder Scrolls, Deus Ex, Vampire the Masquerade Bloodlines, Tomb Raider, Morrowind, World of Warcraft.
Amazingly enough, there was only a sequel to the game, Ultima Underworld II. The publishers refused to sponsor a third franchise and the developers ultimately decided to create a "spiritual successor", which was Arx Fatalis, also a great game. Younger people might only know Dark Messiah of Might and Magic, which has nothing to do with Might and Magic except financially, and is actually Arx Fatalis II. You can see even there that storyline and gameplay have suffered when a big corporate game company took the reigns, despite the high budget graphics and sounds.
I have voluntarily removed myself from the gaming scene. I've refused to upgrade my computer to a state where it can play any modern game and the only things I play are web games to pass the time between tasks at work. I am certain that even now there are exceptional people creating exceptional games that push the frontiers of technology, but more than that, the frontiers of imagination. I've heard of some of them: The Witcher, for example, a game made after a successful fantasy book series that features free play and allowing the character to be as bad, good or rotten as he wants, while the game shapes itself after his decisions. Look out for games like these. Even if you don't realize it, they will open your mind and your heart and will influence you to be better than you would otherwise be. They are not only games, but teachers. Love them!
There is a sentence hidden there inside the Ultima Underworld wiki page: the game is non-linear and allows for emergent gameplay. In other words, it let's you guide the story, change the game play, play multiple times with different outcomes. Embrace choice, it will only get better.
[youtube:TpuTbxkaZ94]
I have been interested in the asteroids in the Solar system lately and, while perusing the vast amount of data that is now on the Internet on the subject, I've stumbled upon a video of the number of asteroids humans have discovered in the last 30 years (1980-2010). It is a simple bird's eye view of the Solar system, with the planets and the small objects we knew at the time to exist, together with a highlighted view of the objects we were seeing from the Earth at any given moment.
You should watch the video full screen and a large resolution, as the objects are pretty dim. If you only see the highlighted object, you should increase your video brightness or gamma settings. Enjoy!
The video is from Scott Manley's YouTube page, and there are more interesting asteroid videos there as well. I urge you to see them. The ones I enjoyed best I will include below.
Who needs time consuming trips to other countries when you can have it all here, on Siderite's blog, embedded in a blog post? Of course, if you would like the real deal (Hmpf!) don't hesitate to contact me. I can guarantee very good prices and the total trustworthiness of the people there. (Both Silverlight and Photosynth have been somewhat discontinued since the time I wrote this)
You can('t) access the same Photosynth by clicking on this link: Villa in Kyparissi, Greece on Photosynth.
Now, before you start thinking I've gone into tourism marketing, let me explain the technology, what is Photosynth and how to use it.
Photosynth is a Microsoft Research baby and one of the things that they should be terribly proud of, even if not many people have heard of it. I blame this on bad marketing and the stubbornness on using Silverlight only. If you are to read the Wikipedia article, the technology works in two steps. The first step is photo analysis with an algorithm similar to Scale-invariant feature transform for feature extraction. By analyzing subtle differences in the relationships between the features (angle, distance, etc.), the program identifies the 3D position of each feature, as well as the position and angle at which each photograph was taken. This process is known scientifically as Bundle adjustment. You can see it in action if you go to the villa and chose to see the point cloud. The second step is, obviously, navigating the data through the Photosynth viewer.
Now, how does one use it? Surprisingly simple. First take a bunch of photos that overlap themselves. You can use multiple cameras, multiple view angles and times of day, which of course does complicate matters, but the algorithm should be able to run smoothly. Then download the Photosynth software from their site (make sure you have an account there as well) and feed the photos to it. Wait a while (depending on how many photos and their quality) and you are done. I especially liked the option to find the place in the synth on Bing maps and select the angle of one picture in order for it to determine the real location of the objects in the photos. It will also use geographic information embedded in the pictures, if available.
There are, of course, problems. One of the major ones is that it is all done through the Photosynth site. You cannot save it on your HDD and explore it offline. Also, it is not possible to refine the synthing process manually. If your pictures are not good enough, that's it. You will notice, for example, that none of the images rotated to 90 degrees were joined to any others or that there is no correlation between the images of the house outside and those inside. One cannot remove or block pictures in the synth, either. Being all closely connected to the Silverlight viewer also reduces the visibility of the product to the outside world even if, let's face it, I have edited the Photosynth by adding highlights and geographic position and I have navigated it all in the Chrome browser, not Internet Explorer, so if you refuse to install Silverlight to see it, it's a personal problem.
I hope I have opened your eyes to this very nice and free technology and if you are interested in a vacation to the place, just leave me a message on the chat or in a comment. If you have read to this point, you also get a 10% discount, courtesy of yours truly :)